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Assault Mode arrives December 13th


r_Nives5
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Why wouldn't they just put the bases where they are in CTF mode? It would make much more sense and it would be far more balanced. Sure, it would be harder, but the payoff could be better. It's easier than CTF mode - one team just needs to get into the enemy base.

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Having the defense point in the middle of the map is a big mistake. This isn't Zombie Apocalypse mode, Tanki. When you have a red team that is even slightly competent, it's impossible for even a strong defense to defend from all sides at once, while being pounded by unseen Magnums and Thunders.

 

For instance, in Highland. It would be better to have the red spawn on one side and the blue defend the other side. In Polygon, same situation; you're trying to make it like Poly CP when it really isn't. In Wolfenstein...good luck. Please put the defense point in a good easily-defensible position! Otherwise no smart people would play on these heavily unbalanced maps.

Agreed- The goal is to have sniping and vantage positions for the blue- in any war defense takes up "defensive positions." When the points are in open spaces it ruins the whole point.  :ph34r:

Edited by r_I_already_won0

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Regarding map balance. This morning I played-

 

Kungur - Red wins easily

Red Alert - Red wins easily

Future - Red wins easily

Rio - heavily favors Blue team but for the life of me I cannot figure out why

 

I played all four of those battles in 30 minutes. Why? Quick Red wins were only part of it. The bigger problem was Blue team desertion - early battle termination kicked in at least twice when Blue team realized they were hopelessly outmatched.

 

Back to Rio - it’s the same setup as on countless other maps - exposed single capture point and two flags. Lots of places for Red’s to pound the capture point and take out defenders. I just don’t get why Blue seems to dominate. I almost turned the battle around for Red, but we just couldn’t cap fast enough. My trick was rocketing into Blue base with full drugs and strafing the defenders with Twins for as long as my drugs and Overdrives could last. I never had the flag, rather my purpose was to draw off the defenders fire - then flag bearers can cap. But - Two Viking-Isidas and a Titan Twins were enough to keep the Blue point locked down. Blue also had a Wasp-Hammer spawn killing Reds. Other Reds also weren’t doing a great job of pouring damage onto point defenders. But that happens in other maps. Maybe the difference here is that there’s no convenient ramp Red can use to jump on top of defenders. I really don’t know.

 

“Playing Blue Defense is too boring”. IKR but players do it. I’ve done it too. It’s kind of a nice break from grinding away on Red and in other modes. Isida and Heavy hulls are an obvious must have, but Freeze is often used to little effectiveness. Freeze just can’t slow down and or damage a driver with the flag fast enough since the flag bearers are only on a one-way trip. IMO there’s room for discussion on Blue team defense strategy. Magnum, Twins, and Thunder protection is a must for point campers, but there’s gold (read crystals) in figuring out the support system for these defenders. Probably need a spare Isida waiting to swoop in should one of the primary Blue healers be killed. Then the usual short range turret suspects could also be waiting in the wings to weaken (not necessarily kill) approaching Reds and or take over point defense. Then a Bue Scout with a midrange weapon can drug and spawn kill Reds. This last can be surprisingly effective since Reds are focused on Flags and Capture Points. Reds in Assault rarely consider Blue sleepers hiding out in map periphery - they just don’t have time - remember the clock is running against them.

.

Edited by austen_pierce
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Regarding map balance. This morning I played-

 

Kungur - Red wins easily

Red Alert - Red wins easily

Future - Red wins easily

Rio - heavily favors Blue team but for the life of me I cannot figure out why

 

I played all four of those battles in 30 minutes. Why? Quick Red wins were only part of it. The bigger problem was Blue team desertion - early battle termination kicked in at least twice when Blue team realized they were hopelessly outmatched.

 

 

Back to Rio - it’s the same setup as on countless other maps - exposed single capture point and two flags. Lots of places for Red’s to pound the capture point and take out defenders. I just don’t get why Blue seems to dominate. I almost turned the battle around for Red, but we just couldn’t cap fast enough. My trick was rocketing into Blue base with full drugs and strafing the defenders with Twins for as long as my drugs and Overdrives could last. I never had the flag, rather my purpose was to draw off the defenders fire - then flag bearers can cap. But - Two Viking-Isidas and a Titan Twins were enough to keep the Blue point locked down. Blue also had a Wasp-Hammer spawn killing Reds. Other Reds also weren’t doing a great job of pouring damage onto point defenders. But that happens in other maps. Maybe the difference here is that there’s no convenient ramp Red can use to jump on top of defenders. I really don’t know.

 

“Playing Blue Defense is too boring”. IKR but players do it. I’ve done it too. It’s kind of a nice break from grinding away on Red and in other modes. Isida and Heavy hulls are an obvious must have, but Freeze is often used to little effectiveness. Freeze just can’t slow down and or damage a driver with the flag fast enough since the flag bearers are only on a one-way trip. IMO there’s room for discussion on Blue team defense strategy. Magnum, Twins, and Thunder protection is a must for point campers, but there’s gold (read crystals) in figuring out the support system for these defenders. Probably need a spare Isida waiting to swoop in should one of the primary Blue healers be killed. Then the usual short range turret suspects could also be waiting in the wings to weaken (not necessarily kill) approaching Reds and or take over point defense. Then a Bue Scout with a midrange weapon can drug and spawn kill Reds. This last can be surprisingly effective since Reds are focused on Flags and Capture Points. Reds in Assault rarely consider Blue sleepers hiding out in map periphery - they just don’t have time - remember the clock is running against them.

 

 

Surprised you have Kunger on this list for Red. 

 

The cap-point is not center of map, and the approaches are easily defensible.  Of course you need multiple isidas to heal defenders and keep the mines active...

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I do not know why flags are automatically returned in 3 - 10 seconds in Assault Mode. Flags should be automatically returned in 30 seconds in Assault Mode.

While ASL mode is unbalanced for some maps, I don't think a longer return time would help with balance, especially for maps that are already dominated by Red.  Since there isn't much distance between the cap point and the flag in some maps, a longer return time would just help a well-coordinated Red team pick up the dropped flag, barge into the cap point, and end the battle quicker.

 

While this idea would certainly appeal to those who love blitzkrieg gameplay, I doubt anyone would want to play Blue on ASL anymore if their defensive efforts are made even more difficult and futile.

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I really like the new ASL button. It looks cool.

 

ASL.png

 

By the way, the interface has still more room for more battle modes, so adding another 5 modes to Tanki Online would be very fascinating.

 

I would like to see 5 more game modes appear in Tanki Online as a permanent feature, like Assault Mode.

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Surprised you have Kunger on this list for Red. 

 

The cap-point is not center of map, and the approaches are easily defensible.  Of course you need multiple isidas to heal defenders and keep the mines active...

Kungur map favors Red team if red team knows how to play intelligently, I joined some Kungur maps & easily defeated blue team. Just bombard blue point with magnums sitting either in ground or in ladder on both sides. Some of your wasp teammates jump & capture flags above blue tanks. Its easy if you play as a team. 

 

I really like the new ASL button. It looks cool.
 
ASL.png
 
By the way, the interface has still more room for more battle modes, so adding another 5 modes to Tanki Online would be very fascinating.
 
I would like to see 5 more game modes appear in Tanki Online as a permanent feature, like Assault Mode.
I wish you leave this game & create new game as you like/think/wish, get some like-minded friends & play in your own way. Your ideas sound like a newborn infant in every posts.
Edited by Hatty1994
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While ASL mode is unbalanced for some maps, I don't think a longer return time would help with balance, especially for maps that are already dominated by Red.  Since there isn't much distance between the cap point and the flag in some maps, a longer return time would just help a well-coordinated Red team pick up the dropped flag, barge into the cap point, and end the battle quicker.

 

While this idea would certainly appeal to those who love blitzkrieg gameplay, I doubt anyone would want to play Blue on ASL anymore if their defensive efforts are made even more difficult and futile.

It could be 5 seconds and blues could return it for points too.

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I do not know why flags are automatically returned in 3 - 10 seconds in Assault Mode. Flags should be automatically returned in 30 seconds in Assault Mode.

Then again, the idea could theoretically work in Blue's favor.  If some Blue tanks successfully keep guarding loose flags, Red will not be able to score for at least 30 seconds, putting more pressure on Red while securing Blue's lead (which is especially crucial in the last minute of the battle).

 

Still, this favorable scenario will only work IF Blue can successfully guard...otherwise, it's just another plus for a well-coordinated Red team

Edited by N3tralRE
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I really like the new ASL button. It looks cool.

 

ASL.png

 

By the way, the interface has still more room for more battle modes, so adding another 5 modes to Tanki Online would be very fascinating.

 

I would like to see 5 more game modes appear in Tanki Online as a permanent feature, like Assault Mode.

Haven't you seen the vlog preview? The developers are working on another game mode ;)

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This mode has no solution, but it gave an idea.
 
- Imagine a mode where both teams have to cap flags in the enemies base, sorta like old Massacre CTF, there could be two flags per team and one capture flag point.
 

Haven't you seen the vlog preview? The developers are working on another game mode  ;)

I see, I hope they didn't listen to Maf this time, and his idea of teaming up in DM... I'm serious, he posted that idea. 

 

I hope they remove ASL and DM soon, DM should only be available in PRO Battles. Too many modes for few players.

Edited by r_Issimo2
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I wish you leave this game & create new game as you like/think/wish, get some like-minded friends & play in your own way. Your ideas sound like a newborn infant in every posts.

 

Got That right, but sometimes Dev's really Listen to Riddler, wish make Tanki even worse, Btw Riddler Post's always give me Brain Demmage, and he is not even trolling, that's just who he is.  :mellow:

Edited by tankcalm

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I hope they remove ASL and DM soon, DM should only be available in PRO Battles. Too many modes for few players.

Nah, removing DM from NON-PRO battles will make the Crazy Weekend Giveaways even more of a grind, because it has already been established that kills in PRO battles don't count, and the option of players you can have a go at to kill is lower in team battles, plus the fact that your teammate may steal your kill. Yes I am aware many people already stopped going for kill counts on those, however, making simply 400 kills will become much harder for any average player.

Edited by Ishrak
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Nah, removing DM from NON-PRO battles will make the Crazy Weekend Giveaways even more of a grind, because it has already been established that kills in PRO battles don't count, and the option of players you can have a go at to kill is lower in team battles, plus the fact that your teammate may steal your kill. Yes I am aware many people already stopped going for kill counts on those, however, making simply 400 kills will become much harder for any average player.

That's the problem with DM, maybe you play honestly but, many play DM with friends and it becomes TDM versus DM.

 

For Crazy Weekend contests without DM they could lower the kill targets a little bit, or create a third tier with a good reward..

 

I made 1000+ kills only in team battle with light drugging, my aim was 800.

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These 3 seconds create massive difference. Suppose you carry flag, goes close to point & died, I follow right behind you with full health+full drugs, I pick up the flag, killed half-health defenders, & finish the capture which helps my red team gain 3 points. In this way, one-by-one the red team won the battle in less than 10 minutes slaughtering luckless blue team. Don't forget red magnums are dropping bombs constantly in point area. 

Red can follow behind the first flag carrier and pick it up if the flag stays for 30 seconds not just three. This makes no sense. Blue does not always have a tank closer to the dropped flag than red. Your comment assumes that happens 100% of the time.

 

Depends on the map.  Example below...

 

Any map with easily defensible zone (Kunger, Silence, etc) if you have the proper Blue make-up of tanks the mines will stay.

2x Magnum (to return fire on enemy magnums)

4 x isidas (to heal everyone in zone area)

2 x Freeze (to slow down flag carriers)

2 Mixed Twins/Fire/etc to damage anyone getting close to cap-zone.

 

All with heavy hulls - you don't really need to move much to defend the zone.

 

Isdias healing defenders will build up OverDrive quickly - benefit entire team.

As rest of defenders kill flag-carriers they get OD faster too.

I played a game on Wolfenstein last night as blue. Titan/Smokey. I stayed at the base all game long. A Freeze/Mammoth stayed there for about 8-9 minutes then he went roving. A Hornet / Isida stayed there on and off. I doped mines and the team was good at using OD to drop many more. Red capped a few flags in the first 3 minutes then zeeerrrooo for the rest of the game. Yes they did have a magnum. I ended the game with 12 kills and no deaths. I tried to take a screenshot of the mins at th end but the payout screen popped up just before I did so.

 

 

Kungur map favors Red team if red team knows how to play intelligently, I joined some Kungur maps & easily defeated blue team. Just bombard blue point with magnums sitting either in ground or in ladder on both sides. Some of your wasp teammates jump & capture flags above blue tanks. Its easy if you play as a team. 

 

 
I wish you leave this game & create new game as you like/think/wish, get some like-minded friends & play in your own way. Your ideas sound like a newborn infant in every posts.

 

You state "Magnum bombardments will take care of that!" in every single reply you make to people pointing out design flaws in the AS mode. I guess every tanki player should run a Magnum then yes? Otherwise there will be teams with no Magnum. (Admittedly that is ratre since Magnum is so OP.)

 

And eventually the Devs will nerf the living **** out of Magnum as it deserves. If AS mode is "balanced" based on the assumption 25% of all players use Magnum, what will happen when all the OP-addicts abandon magnum for the next OP piece of junk?

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You state "Magnum bombardments will take care of that!" in every single reply you make to people pointing out design flaws in the AS mode. I guess every tanki player should run a Magnum then yes? Otherwise there will be teams with no Magnum. (Admittedly that is ratre since Magnum is so OP.)

 

And eventually the Devs will nerf the living **** out of Magnum as it deserves. If AS mode is "balanced" based on the assumption 25% of all players use Magnum, what will happen when all the OP-addicts abandon magnum for the next OP piece of junk?

In Legend rank battles, I see minimum 3 Magnums on red side, sometimes even I see 8 magnums in Year 2042 map, all pushing each other. 

 

TO actually created Assault mode based on Yorkshire map, now applying in all maps is creating chaos. Most of the red-favored maps, blue team most of the time playing with half team. No one wants to join to get spawn-killed. 

Edited by Hatty1994
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Then again, the idea could theoretically work in Blue's favor.  If some Blue tanks successfully keep guarding loose flags, Red will not be able to score for at least 30 seconds, putting more pressure on Red while securing Blue's lead (which is especially crucial in the last minute of the battle).

 

Still, this favorable scenario will only work IF Blue can successfully guard...otherwise, it's just another plus for a well-coordinated Red team

And IF that's the case, then they are very well capable of guarding the points instead of the flags also.

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What do you mean by unbalanced ASL maps?

 


Yes, I seen the V-Log 156 preview. I know that the developers are preparing for a new battle mode. We need another 5 battle modes to make a total of 10 modes.

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That's the problem with DM, maybe you play honestly but, many play DM with friends and it becomes TDM versus DM.

 

For Crazy Weekend contests without DM they could lower the kill targets a little bit, or create a third tier with a good reward..

 

I made 1000+ kills only in team battle with light drugging, my aim was 800.

I agree, teaming in DM isn't very nice for the other players. However, not many people do it either, and in large maps with tons of players teaming doesn't affect DM gameplay much (unless both or all of them are drugging like satan). 

 

Having better rewards for the tiers sounds nice IF they do what you suggested they do, make DM for PRO battles only, but then again apparently Tanki's "economy would be hurt". 

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In Legend rank battles, I see minimum 3 Magnums on red side, sometimes even I see 8 magnums in Year 2042 map, all pushing each other. 

 

TO actually created Assault mode based on Yorkshire map, now applying in all maps is creating chaos. Most of the red-favored maps, blue team most of the time playing with half team. No one wants to join to get spawn-killed. 

Yes now we agree. :)

 

This is because Magnum is severely overpowered. If this trend is allowed to continue the game may as well be named Magnumi Online. Or perhaps Arti Online. 

 

Yes no one likes being spawn killed. If the AS mode is not drastically improved no one will stick around if the entire mode is either be a Magnum or be spawn-kill. It will be less popular than TDM is now. 

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Wow Epic! This is gonna be fun!!

 

Well I guess we might get a brand new 'New Year Map' this year? :)


your nickname says it all. your money will buy your skill. This will take you far in the winning battles

 

 

Do not like assault mode when it first came out and still will not battle in it .. too many battles which are over powered teams on one sided battles, with or with out drugs its not going to be fair battles... :angry:


I totally agree. Look at all the one sided battles now. Pro and non-pro. Since the overdrive came out, it has got worse........ Too many players have left in the past already. Keep it up Admin and some of you will not have a paycheck.
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Assult seems to go very quick and is very adventatious for the attacking team. Supplies also make it extremely hard for the defending team to even slow down the attackers.

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